#code-talk

2 messages ยท Page 28 of 1

pliant prism
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even though, good luck learning rust as your first language

long raft
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yea i hear great stuff about rust

pliant prism
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rust is freaking amazing

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i wish we would use it at work

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speaking about work, our production servers went on fire today

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thankfully it was our old production server we wanted to shut off anyway in a week

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since we've done the decent thing and migrated our entire stack to AWS two weeks ago

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but we never finalized our damn database migration lol

long raft
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ack

cloud magnet
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Nobody really knows what programming language they like from the get go. I liked Java in the beginning but hated it later. I hated C in the beginning and loved it later. All of that is beside the point. My main argument was to learn Data Structures, Fundamentals of CompSci with a Low Level programming language before you try to do anything easy and flashy. You will not get far with that knowledge. You can learn it form a book theoretically and apply it anywhere you like. It's just in my personal experience its easier to learn in C cause you are forced to understand everything while applying it.

long raft
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i learned all that in BASIC and it was fine

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also C is high level, whys everyone calling it low level now

cloud magnet
long raft
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C is good for readable code you can understand and debug simply, but it also will take 10x longer to do the same crap

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theres no reason you cant implement your first linked list in java

pliant prism
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I liked Java in the beginning but hated it later
i freaking hated java, and now i am in a love/hate relationship with it, mostly because our data access objects suck, we literally got a quintillion classes that form single data access objects to interact with our databases

long raft
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yes everyone that has to work with java love/hates it

pliant prism
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here's the thing - the language itself is not that bad, except that it's so fucking verbose

long raft
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you hate it while youre using it, you love it when you look at c++

pliant prism
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java has been ruined by people like myself who write shit code lmao

long raft
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its also an ugly clumbsy language by modern standards

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c# just blows it away in performance and elegance and capability

cloud magnet
pliant prism
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lmao

long raft
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plus writing code in java is often wordy, like C

cloud magnet
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Ok I forfeit on my Java Calculator argument my Laptop was a Pentium 2 core tombstone of death

lunar cobalt
long raft
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java UI programs were always funktastic

cloud magnet
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Can kill a person but cant execute Java in a VM

pliant prism
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swing

long raft
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that battleship grey sharp corner UX

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not quite windows, not quite apple, definitely not linux, solaris inspired?

pliant prism
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freebsd inspired lol

long raft
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but java was amazing in the 90s and '00s

pliant prism
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has anyone been writing kotlin?

long raft
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can you imagine we all thought it would be the final programming language

pliant prism
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they call it next-gen java, yet it feels so ...functional?

long raft
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functional is whats hot now

pliant prism
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yeah, but i strongly believe, when it comes to paradigms, that object-oriented kicks ass

cloud magnet
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Anything that reduces the numbers of code lines you have to write nowadays is hot

pliant prism
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regarding teamwork, that is

long raft
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kotlin has pretty good async

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async just gonna end up everywhere

pliant prism
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a collection of interfaces and classes is easier to traverse to find the thing you are looking for over a bunch of undocumented functions

long raft
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cant learn async in C

cloud magnet
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Did anyone here learn Assembly?

pliant prism
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i believe that async/await made the community "dumber", since you ain't learning how threads work

long raft
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yea after BASIC. talk about the bends

long raft
pliant prism
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yup

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but for example

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in a single-threaded language

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if you await for something ,the whole thread is blocked

long raft
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yea but thats ... not what async is

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thats just tasks or threads

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async will suspend when it hits a block and run code elsewhere using a saved state

pliant prism
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i am kinda lost here lol

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oh

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gotcha

long raft
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so it can all be single threaded, code is jumping around

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it is similar to the compiler trick they use for iterators

pliant prism
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yeah, like in the JS event loop, push off all async stuff aside until the synchronous code is done executing

long raft
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you can use async and multithreading together to do that stuff

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i use async in single threaded applications, it works amazingly with the actor model

pliant prism
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i love how elegantly go handles this with goroutines

long raft
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yea ... i liked go too but its not ... real async

pliant prism
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true

long raft
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im not sure if internally it can work like that or not

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i suspect they just spin up threads or use threadpools for everything

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youll see in async programs just a single thread

cloud magnet
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At the end of the day we are Stackoverflowers

long raft
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havent used stackoverflow in months now...

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that place can be maddening

pliant prism
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instead of learning new stuff, i think i've started forgetting the things i knew lol

cloud magnet
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The really fun part of coding is when a from from 2004 has an answer to my problem

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form from* i cant write

pliant prism
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like for example here, i forgot what async is, threads, just realized that i completely forgot what the DOM, shadow/virtual DOM is and so forth lol

long raft
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i do a lot of gpu programming lately and its hell

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its that perfect mix of multithreaded algorithm programming meets specific hardware optimizations

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its all about the cache hits

cloud magnet
pliant prism
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lmao

cloud magnet
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Junior Devs dont know what to google for. Senior devs know what to google for.

long raft
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imagine if you could dump knowledge and open up new space

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id wave goodbye to all my vb knowledge, netbios, php

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geometry entirely

pliant prism
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let me preface this: i believe i am the youngest one here, almost 22, got 1.5 years of experience in the field, currently a lead developer on my project (got lucky), and i am just scared to bits regarding my current state

long raft
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overconfidence is a weapon

pliant prism
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i feel like i am just not improving, yet i got promoted real quick within my company

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and can't get around that lmao

cloud magnet
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But tbh over time I've learned it's about writing readable, nice, debuggable code which any human can follow. It doesnt matter if I forget how to do certain things

long raft
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well theres the fundamental end game for a programmer, you get promoted out of the skillset youre good at

cloud magnet
long raft
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the peter principle is heavily in action in software

pliant prism
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the peter principle?

long raft
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promoted to your highest level of incompetence

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no one is ever demoted, so the natural end is to be incompetent

pliant prism
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reading about it right now

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sounds interesting

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now, i am even more scared that lol

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have i reached the plateau?

long raft
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like imagine youre managing programmers but you dont get to program anymore. now youre learning management skills, not coding

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at 22? nah you have a long ways to go before you plateau

pliant prism
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question for you folks

long raft
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i think this is why militaries have an up or out policy

pliant prism
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how do you motivate yourself to learn stuff, do you tend to learn things related to your project or you learn stuff because of fun, etc

long raft
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if you arent getting promoted you are getting retired

long raft
pliant prism
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also, how does one go about recognizing things that you don't know, but you should know

long raft
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youll reach some level in code where none of the code is the problem, its your background in other topics, like mathematics

cloud magnet
long raft
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IT knowledge...

cloud magnet
long raft
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relationships with older programmers ...can help

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if they dont poison you with C is for everything mentality julianlol

cloud magnet
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Copying/Imitation is the fastes way to learn imo. I am not a very creative person so I just see what other people do

pliant prism
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Money or fun motivates me.
money was never the motivating factor for me, but at the same time i don't really have that much fun sitting down and learning new stuff anymore
i fell in this state of "depression" from which i cannot bring myself out of for some reason. i enjoy working, even though i've been stuck with this stupid JIRA ticket for two months (not due to my lack of knowledge, but due to not knowing the silly 12 year old codebase this code lives in lmao)

long raft
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eh im thinking of other people ive known

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a bug for 2 months? oof

pliant prism
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a feature*

long raft
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thats ... a dark place to be

pliant prism
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basically just rendering silly strings lol

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talked to this senior engineer who write that hot garbage

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he doesn't even know how to go about handling this lmao

long raft
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good tooling makes all the difference in getting through those problems

cloud magnet
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Have you tried looking beyond that JIRA ticket? In a sense of looking at it like a stepping stone

pliant prism
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how so?

cloud magnet
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Ambiton for anything bigger helps me

pliant prism
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...the UI for said garbage is written using the infamous google web toolkit lol

long raft
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whats that?

pliant prism
long raft
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is it .... a bunch of javascript?

pliant prism
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we are using a stupid old version of this library

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kinda

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i think

long raft
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debugging javascript is so unpleasant

pliant prism
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you write your markup in XML, and then have a bunch of java classes that handle the application logic

long raft
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oh

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so another framework to have to learn

pliant prism
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yup

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speaking of debugging javascript

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has anyone, ever, been able to hook up the stupid VSCode debugger to a Vue.js app?

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or any freaking JS app for that matter

long raft
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no i end up just using chrome's debugger

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remote debugging is a hair pulling out experience

pliant prism
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...chrome has it's own debugger? lol

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i feel so stupid now

long raft
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yea in the developer tools

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you go to the source tab and you can set breakpoints and stuff

cloud magnet
long raft
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firefox too of course

pliant prism
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i'

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cannot believe i haven't known about this

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lol

long raft
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its not as good as remote debugging but a lot easier to get to

cloud magnet
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Please dont ask me how I havent done that in over a year

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That project in React is picking up dust

long raft
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im always super impressed with vscode until i try to use it for anything serious

cloud magnet
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First IDE I used was Dev C++

long raft
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visual studio is the best IDE ever made, im also a huge fan of intellij

cloud magnet
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Imagine the awe I exprienced when I first met VS and VS Code

long raft
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xcode seems decent too

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80% of my programming is done with the tab key now

cloud magnet
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When I have a bit more money I ll get myself the entire Jetbrains stack and try it out

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WebStorm seems so neat

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Are any of you guys working on some open source projects?

long raft
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keeping it updated more like

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imagine tiling program that nobody outside of this community uses

cloud magnet
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Oh is that clan neutral? Useable for anyone?

long raft
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a couple small open source things

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yea useable for anyone the code is on github and i hear its an eyesore

cloud magnet
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Oh Boy I ll have a look at it later ๐Ÿ˜„

long raft
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also unreadable

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i think the worst code habit i have is using ternary operators everywhere

cloud magnet
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I think they are kinda okay if the naming convention/naming is on point and there are a couple comments here and there

long raft
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i try to make them more readable but i really should just be avoiding them

cloud magnet
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But if not then just dont use it. I lose myself in my own code sometimes if i step away form it for 1 week

long raft
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i try to do

condition
? iftrue
: iffalse
cloud magnet
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Wait lemme just look up some code of mine with ternary operators

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How do you put a setentence or statement in that box in discord?

lunar cobalt
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put 3 ` on each side of the text

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you could even do

'''[language]

[code]
'''

and it will highlight the code

cloud magnet
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Test

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Oh okay thank you

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But I dont have the example anymore because apparently I've changed it everywhere for readability. Thank you old me!

vague otter
dense tundra
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Ooh hi!

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I'm a programmer! ๐Ÿ˜„

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Also new to this game

long raft
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welcome

neat fossil
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I cant code and i do everything breaks for some reason :)

rough comet
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I see the only information available via API is war data, is there plans on possibly adding user data? Eg. Kills/Deaths/Time in war/What wars participated.... (Could extend this to Hits, Gear lost etc...)

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I think it would be really cool to see how you are contributing (or hurting) in the war... and also be able to share to others how you are doing. A lot of cool designs could be created from this too

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For gear lost track it at death, not on drop as well

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Could even create community goals/activities, Eg. First to 1000 kills or First to 20 mammon destructions

pure sierra
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@rough cometfrom what devs have said about personal stats/level no

rough comet
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statistics are the coolest thing about a game sometimes

rough comet
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Do you know why they said no? It isnt like it is hard to implement

olive hamlet
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It isn't as simple as you think ^^

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The API isn't tightly coupled to the gamez afaik it sits adjacent to it basically

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And also its a very very niche use case and small feature and they are a small team and have to prioritise gameplay features or API updates. One of those will always win ๐Ÿ˜›

rough comet
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idk what you mean by sits adjacent to it. It is already known when you die, it is just the matter of updating the database with the count and opening up endpoints to get t he data

pure sierra
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@rough comet while there would technical aspects to the reason, the main one is the development team don't want the game to become about building points or levels. You could hear this sentiment from Mark during today's dev stream when they announced the region activity log feature to help stop griefing

tough field
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The eagle is in the nest.

pure sierra
gaunt garden
gaunt garden
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The birbs has cutten down a lot of good trees ๐Ÿ˜”

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Alot of young trees

gaunt garden
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The trees are puting up good fight against the birbs and the otan may be sending support ๐Ÿ‘

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Hopefully it will end soon and part 3 wont happen

earnest glade
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Anyone know if there's an easy way to download msgs from a discord server into a .txt file?

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I'm trying to create a silly AI application to auto-generate FOD comments, and I need to feed it data to train it, dug around the discord APIs, but not sure if I can use them on servers I don't own myself

serene edge
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asd

barren quarry
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Which is an app to export chat logs

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But legally you can't use it on fod

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The app is considered self botting and for that discord safety team will twist your testicles

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So the only legal way is to use a bot token

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But ofc you can't install bots on fod because you're not an admin

spice imp
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So basically, "haha noo you shouldn't do it but here's how"

barren quarry
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Yes

pliant copper
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why is foxhole the only game i play that once the update is downloaded it likes to take another 20 mins just going through all the game files

exotic steppe
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its going through the 12 gig ZIP that contains most everything & replacing bits here and there

pure sierra
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@long raft did you end up aligning the world, @tropic cargo might be going to have a go

long raft
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nah i just did the one region, i tried a few others but found it to be very hard

pure sierra
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ok, @tropic cargo might be going to just do it by eye, he's behind better map mod

long raft
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how can it even be done by eye?

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this is just to make the borders look smoother i guess?

pure sierra
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yes, once you have the individual maps loaded/tiled in blender, adjust each's brightness and contrast to get them to hopefully match

long raft
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ooo thats gonna be weird

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thats just scaling, no offset

pure sierra
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no

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contrast is scale, brightness is offset

long raft
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oh ok

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i think he will run into the same problem i did

pure sierra
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what ?

long raft
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theres not enough height variation on the borders

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so youre not really lining things up, youre just messing with brightness only

pure sierra
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what do yo mean ?

long raft
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the visual method is the same as the analytical one

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imagine a sloping terrain

pure sierra
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which way ?

long raft
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if its a smooth slope along the border like / you can easily match the brightness and contrast along the whole border

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then you have a perfect scale

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but the borders are like ____

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so youre adjusting contrast, or brightness, but you cant really figure out both

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some borders have more variation, like the first one i worked on

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there were two land bridges at differnet height values

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but i think the devs have smoothed out almost all height difference along borders trying to get them to be level

pure sierra
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so you mean the bordering edges within a region are not at same heigth ?

long raft
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they are like all the same height

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like if you are adjusting two images to be the same on the edge with brightness and contrast, if the border is a gradient, there is only 1 solution

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theres only one set of numbers for contrast and brightness to make them equal

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but if its solid colors along the border, then there are infinite solutions

pure sierra
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still dont get you

long raft
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you need a high and low point on a border to line it up

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but most of the borders are just the same height

pure sierra
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ok

long raft
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the trick is finding a high and low point

pure sierra
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no

long raft
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the more pieces of the puzzle you solve, the easier it is to find different points

pure sierra
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you can still line the edges up, you just wont necossarily get the height internnally scaled correctly to game if all 6 borders are like that

long raft
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right, thats the problem

pure sierra
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but i think you will be able to use all 6 edges to get it right

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one may will linne up the next

long raft
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that was my hope

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i tried with like 3 and i struggled

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maybe visually it is easier to see where these good spots are

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i know the method i have is sound, but maybe my tools are too primitive

pure sierra
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any way, i wasnt rushing it it, but @tropic cargo is keen

long raft
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deadlands is the greatest example of this problem ive seen so far

long raft
pure sierra
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nnope

long raft
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i thought it was just code server, which is vscode running on a server through the web, but this is a full webapp

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and its a progressive web app so you can install it on your phone/pc easy, should work offline

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theyre even using that file mapping web api, i want to use that for a video editor. makes remote files a seekable file stream

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i wonder if anyone has a good use of that to replace remote file sharing systems like ... samba, nfs

long raft
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oh looks like its already integrated with github.dev

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evidently you can link people directly to a code editor with your source open now

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or maybe its theia by eclipse

jovial lake
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Yeah but i don't get why you would want to use the web version

long raft
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runs on anything that can run chrome

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including android

fallow comet
long raft
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Does vscodium run in a browser?

fallow comet
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why would u want that

long raft
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i feel like i just explained that

fallow comet
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yeah but it didnt really change that fact

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why would you want to code on a web browser on your phone

long raft
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why would you want more than 64k of ram

hollow gyro
fallow comet
languid harness
jovial lake
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also a browser code editor sounds really slow

long raft
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its not

coral sundial
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Try Jupyter for python

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I think thats the one?

long raft
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ok that runs on a server tho. not in a browser. thats client/server

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thats through a browser

hardy crane
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does anyone knows, definitively, what counts as an 'enlistment'?

pure sierra
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someone joining a map for the first time

hardy crane
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is it first time since initial deploy

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is it first time since restart

pure sierra
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since war start

hardy crane
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Home Regions are showing 254 enlistments

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so it can't be from war start

pure sierra
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the home regions count resets

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when the map resets

hardy crane
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Is that assumed knowledge or did a dev confirm it at some point?

pure sierra
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that it resets ?

hardy crane
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that the enlistments count from reset

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for home region only

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and the rest of the regions are from war start

pure sierra
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we've graphed it, home region is on reset timer to reset its whole state, the timer is mentioned when you join, this includes the enlistment count which you will see zero at that point too, but the game maps dont reset

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the only thing you could try and confirm with devs is if deploy from home vs map border for first time since war start counts as same which we assume it does

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you could also verify that it is since war start very easy

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just find a empty quiet map, look at the stats, join, quit, restart game and rejoin

hardy crane
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would love if the api just explained this definitively lol

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ty

pure sierra
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make a support tiicket

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really it should be taken out as its useless or make it unique across the world

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eg

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just test it ur self and then tell us ๐Ÿ™‚

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they might not even know

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just pick a backline map

hollow gyro
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@twin glacier Have you seen the Wiki for War API?

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I'll be back in like 5-10mins

twin glacier
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nope, Ive barely even glanced at the API documentation and contents

maiden basin
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@twin glacier Most basically, you can kinda interpret the "deaths per hour" of a map as a sort of seasonal factor variable system (where the "season" is the hour of the day)
Here is an example of a season variable system, using textbook sales per month

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Replace "month" with "hour" and "textbook sales" with "deaths" and you can kinda see the idea here

twin glacier
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I dont have anywhere close to the programming confidence to try to understand the API yet

twin glacier
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textbook sales have like one time scale over which changes occur

maiden basin
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SO yeah that's the hard part,

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Some things foxhole deaths depend on is the front being active, how active the frontline is, if there is a clan making an operation, and even the population of the world map

twin glacier
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and technically speaking the only way to get around it is to have a FUCKton of data so that you can observe short term and long term variables and monitor their effects

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but foxhole is not consistent at all

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its like trying to analyze a random walk

maiden basin
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This is true, Foxhole is not a stable process, Foxhole in general has a shit ton of special cause variation making it a system that is not in control

twin glacier
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the moment you introduce human psychology into the mix, it kind of oversteps the bounds of almost any currently available algorithm or data-modelling procedure

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as far as I can tell...

maiden basin
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It might be valuable to use forecasting to figure out future deaths/hr to understand how badly a frontline needs shirts using historical data to construct seasonality and then using recent hour deseasonalized data to forecast future deaths/hr (with, for example, a 3 hour data point forecast analysis on deaths/hr)

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i just realized that is alot of jargon sorry lmao

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basically you could look at how many deaths happened in the last 3ish hours and figure out for the next x amount of hours how many deaths we expect

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(3 is an arbitrary number btw)

twin glacier
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seasonality = long term predictability? is that a correct definition?

hollow gyro
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@twin glacier See the Pins if you're interested in the API I wrote a wiki entry explaining it.

maiden basin
twin glacier
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literally seasonally, sort of...hmm

maiden basin
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You could look at daily or even hourly seasonality

twin glacier
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so essentially long term predictability on a set timescale

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something might have a pattern that is hourly, something else might have a daily pattern

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etc etc

maiden basin
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Daily patterns would depend highly on player count

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However hourly patterns are highly seasonal

twin glacier
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so then if something is deseasonalized then it is for lack of a better term "raw"

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and without context

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so using "deseasonalized" information you try to predict future information

maiden basin
twin glacier
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gotcha

maiden basin
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So like

twin glacier
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weather and climate seem like good examples tbh

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weather fluctuates hourly but on a scale of years you see much slower trends that are still technically reflected in weather

maiden basin
# maiden basin

The deaths/hr for 3 PM is a lot higher than at 6 AM in that graph

twin glacier
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just in spurts or blotches

maiden basin
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But if you wanted to use the deaths/hr of data points at 5, 6, 7 AM to predict deaths/hr at 9, 10, 11 AM you would deseasonalize it

twin glacier
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Ive noticed that peak population seems to be about 2 pm central US time

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and the trough around 2am central US

maiden basin
twin glacier
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yeah

maiden basin
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Example taken directly from my lecture lmao

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You know now that I think about it

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You could probably use forecasting to figure out your expected usage of shirts/hr for something like a LS OP

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Which definitely sounds like a useful application

old ibex
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Ok, but what if your guys decide to die less

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Now your forecast is wrong

maiden basin
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Lmao

twin glacier
old ibex
maiden basin
twin glacier
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Foxhole has some amazing things strapped to it

lunar cobalt
#

use it on job apps

twin glacier
#

Human psychology, data science, all sorts of shit

twin glacier
lunar cobalt
#

"Experience leading groups in high stress situations"

maiden basin
# lunar cobalt use it on job apps

If you're applying for internships or entry level positions companies fucking love it when you can show you used something that is related to their opertations for a passion project

twin glacier
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Unironically using foxhole as a passion project might count

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holy shit we live in a society

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gamers are the government

lunar cobalt
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look, if the furry community stopped doing internet backend stuff, the internet would literally stop working

maiden basin
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For the first internship I applied to (and got) part of my resume had a bit on how I used optimization tools to create a solver that gives you an optimal engine configuration for a gaem

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(i didn't mention that it didn't really work all the time but that's neither here nor there)

lunar cobalt
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And there's tons of programs, mostly open source, that are maintained by 1 or 2 people as passion projects that if they stopped working on it would lead to massive internet failures

twin glacier
lunar cobalt
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internet isn't run by the government

twin glacier
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or is it

lunar cobalt
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Getting to be more and more so as big cloud players get bigger, but nah

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Lots of important programs & libraries are maintained by random folks in their offtime just because they want to

maiden basin
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my got damn internet went out

#

stupid ass com cast

lunar cobalt
#

It's Xfinity now, so please forget that Comcast ever existed. We are now Xfinity, with no relationship to the brand or company called "Comcast"

twin glacier
#

comcasst

uncut flume
#

โ€ขโ€ขโ€ข-โ€ขโ€ข-โ€ขโ€ขโ€ข-โ€ขโ€ข-โ€ขโ€ขโ€ข-โ€ขโ€ข-โ€ขโ€ขโ€ข-โ€ขโ€ข-โ€ขโ€ขโ€ข-โ€ขโ€ข-โ€ขโ€ขโ€ข-โ€ขโ€ข-โ€ขโ€ขโ€ข

long raft
#

sorry old message

lunar cobalt
#

Yeah but think about how many other projects are dependent on those projects

#

and having to update the dependencies for all of them

long raft
#

i know but just because they get abandoned doesnt mean they immediately self destruct

#

most of the reliance on this stuff is because people know they can extend and carry it if they need to

#

i think its a lot better than relying on some servicing company you pray doesnt go out of business

lunar cobalt
#

oh most definitely

#

I'm not saying it's a bad thing

hardy crane
#

Is the API down?

calm remnant
#

Within the api is there a way to gather information on the current supplies in a certain region(/base)? I suppose that would be a bit tricky as you could access it from both factions than, but accessing it from your own faction is beneficial

hardy crane
#

and frankly there shouldn't be

calm remnant
#

Ye I figured and kinda agree

hollow gyro
#

@calm remnant See Pins for API links and documentation.
Rather than asking, try and find out first ๐Ÿ™ƒ

calm remnant
#

I've seen the pin to the wiki documentation but couldn't find for sure. And currently not setup to test it atm ๐Ÿ™‚

pure sierra
#

@tropic cargo hello

#

@long raft hello

tropic cargo
#

hi!

pure sierra
#

wanted to share your very cool render here

long raft
#

is this height map stuff?

pure sierra
#

yes

long raft
#

ok

pure sierra
#

he merged them all in photoshop

long raft
#

in photoshop? hm

pure sierra
long raft
#

wow

pure sierra
#

even added the rocks !

long raft
#

that looks rather amazing

pure sierra
#

i know

#

@lunar cobalt

long raft
#

the water and everything wow

pure sierra
#

@barren quarry

tropic cargo
#

yes I levelled everything with contrast/brightness settings

long raft
#

so its, uhh, forgive me, like eyeballed math?

barren quarry
#

Beautiful

tropic cargo
#

and added the mountains that were missing yes

long raft
#

can ... i get a copy of it?

#

are we gonna be able to use this on our maps?

pure sierra
#

here

long raft
#

frankly i think it will look amazing with the unprocessed textures

#

looks like you carefully did the water too, the water cutout is really impressive

tropic cargo
#

yes the water depth was not useful I copied the blue color directly on the height map by changing it to black

long raft
#

yea i did the same, but simply choosing a color doesnt do it great, you clearly did more work beyond that

#

e.g. red river doesnt match the water color

#

maybe it does on the processed maps hmm

#

@tropic cargo can i use the image hayden posted on logiwaze?

pure sierra
long raft
#

heh its normalized too nice

tropic cargo
#

yes you can of course

long raft
#

you should post that rendering on reddit, get the karma you deserve

pure sierra
#

i would love too ๐Ÿ˜†

#

you on reddit @tropic cargo ?

long raft
#

is sentsu your in-game name?

tropic cargo
#

I'm there yes, I'll post it ๐Ÿ˜‰

pure sierra
#

good

tropic cargo
#

yes I am in the 11eRC but currently on break

pure sierra
#

did you do that render in ps or a 3d modeller ?

tropic cargo
#

it's a screen of the viewport in Blender

long raft
#

its surprisingly cool with the rocks at that max height

#

i imagine in reality the rocks are not the same height, but it looks awesome in that rendering

#

so sentsu, any chance you ... have record of the contrast/brightness adjustments you made for each map? for the sake of rerunning it in the future if the terrain changes

pure sierra
#

next logical step

long raft
#

im kind of ready to automate it if i had the numbers

tropic cargo
#

I still have all my adjustment layers in Photoshop, I can quickly replace the map if there are any modifications of the terrain to come

long raft
#

not that i need to rerun it

#

i think a lot of us strive to make things reproduceable because they change stuff all the time

#

like roads, omg if theres a way to automate road detection

#

im wondering how that map mod has road colors, im wondering if the road ID is hidden in another texture or something

tropic cargo
#

for my mod I used this process :

long raft
#

yea i mean .... when they changed roads, in the original dev branch they had 6 colors for the roads (3 types), one for snow contrast, one for non-snow

#

but by the time it went out of devbranch the roads were all colored orange

tropic cargo
#

and the road color variation I did by hand based on LogiWaze

long raft
#

oh ok

#

i try my best to keep them up to date, when they add new roads i check each one in person

#

but i think they also change roads that already exist, so those are harder to find

#

i thought maybe you had figured out a way to identify the roads programatically, but its logiwaze? lol talk about orobouros

#

i do keep them all as a geojson file tho, so they could be converted to line segments for easy re-rendering when they update

#

or like, imagine if they were drawn but really wide, and then that was used as the replacement color of the road color

#

yea it would be easy to convert the geojson to svg

tropic cargo
#

I could be interested if there are still new updates of the map indeed!

long raft
#

yes I update it like every 6 weeks roughly

#

ill make a note to export SVG next time for the roads and save it

#

next update april 1

tropic cargo
#

ok thks!

mellow hound
#

@tropic cargo holy crap thats awesome ๐Ÿ˜ฎ

long raft
#

who was it that wanted to 3d print this map

pure sierra
#

hmm

#

or cnc

long raft
#

would it have the precision?

#

i know i could 3d print this but ... small

tropic cargo
#

making a board game? ๐Ÿ™‚

long raft
#

really not a job for a resin printer tho

pure sierra
#

would be pretty cool to have that as a small mini

long raft
#

or maybe it is, actually. omg

#

i shall try it this week maybe

#

i know the bottom is gonna warp tho

#

maybe if i put it on a huge footing

#

so many possibilities, very cool! great work sentsu

lunar cobalt
#

Wow

#

Okay will see how much CAD time I have in the next few days

#

Because I might be able to laser a map together pretty quickly

long raft
#

oooh a fuckin laser?!

#

ship it to bob semple and get him to paint it heh

lunar cobalt
#

Yeah Iโ€™ve got access to laser engravers/cutters

long raft
#

how big can it be if made with a laser?

#

do we have a sense of scale yet? like is there a way we can relate brightness to actual physical heights?

#

how would we do that even

pure sierra
#

truck for scale?

long raft
#

perhaps some trick with binos

lunar cobalt
pure sierra
#

inch ?

long raft
#

years?

lunar cobalt
#

Inches yeah

long raft
#

28x38 then (i think map is 5.5:7.5)

#

pretty close to max size then, wow that would be awesome looking

#

that smoothing around deadlands is weird.

#

i wonder if it was a first attempt at joining the maps or because of some inherent difficulty in being the center piece

#

i think maybe it was just the first way the devs smoothed out borders deadlands has more variation than other maps

magic plank
stark quest
#

hey coding nerds if you like that kind of thing. here is a game to look at if you have not all ready played it or heard about it.

#

I do not own ANY of the songs from the game, just a fan who uploaded them so people can listen and enjoy :D

Be sure to buy the game on steam and support the developer if you haven't already http://store.steampowered.com/app/365450/

You can also get the soundtrack on bandcamp https://theotherworldagency.bandcamp.com/album/hacknet-ost

โ–ถ Play video
#

also a killer sound track . There is the original game and sum expansions . puzzle game basically . also if you have fallowed Hacktivism and other 4-Chan operations . There are memes in here you can pick out by reading through it all. Easter eggs. The in game names and conversations are fiction but sum are of real life events.

long raft
#

jinx we are actual programmers

mellow hound
pure sierra
#

@long raft

long raft
#

?

pure sierra
#

what the username of the guy that got the height maps originally ? i thought it was rust somthing ?

long raft
#

Yes rust

pure sierra
#

and would like home regions too

#

@tropic cargo made some greatness

#

can you at him

#

i cant find him

#

maybe he left

long raft
#

Slick

pure sierra
#

im going to use them on my site

long raft
#

No hes here I'm sure

pure sierra
#

instead of warapi assets

#

@glad whale

#

found him i think

#

frog man ?

#

@glad whale , @tropic cargo is interested in home region height maps

long raft
#

Can i get a copy of the contours as a layer to use on the unprocessed map?

tropic cargo
#

of course I will share this with you

tropic cargo
#

do you prefer that I share with you the lines in one big picture of the whole world map or the different hexa maps separated?

pure sierra
#

@long raft

long raft
#

1 world is best

tropic cargo
pure sierra
#

actually i will need that too, as i did add a topo toggle on request

glad whale
#

@tropic cargo Updated the link in the pinned post with Height maps

#

Added the Home regions and ran all other regions thru the script (in case if there were any map changes)

tropic cargo
#

Ok thank you!

sharp raven
#

first animation

#

of a person

#

like

#

ever

urban crane
#

do they have goat legs?

sharp raven
#

they are a furry

sharp raven
#

Just realised this is code talk lmao

robust dune
jovial lake
#

indeed

idle maple
sharp raven
#

oh I just drew a leg on one of the frames (My friend asked me a question relating to digitigrade legs)

long raft
drowsy phoenix
pure sierra
drowsy phoenix
drowsy phoenix
#

I think?

pure sierra
#

yeah, but i meant his post specific

lunar cobalt
long raft
#

just did taxes, i made 7000% on my bitcoin bought in late 2016

#

2016 is like after everybody already thought they missed the boat lol

teal turtle
#

I decided to use a javascript canvas and bootstrap to make a map based artillery calculator. Let me know if you have any suggestions! https://fharty.com/

long raft
#

do you have the formula for it?

neat fossil
#

<:"?>">"?>"?>""
""}{"??"?""}"??""(code talk)

pure sierra
long raft
#

i know but ive never seen anyone publish the formula for it (with wind)

#

i remember sprout claiming versace had the formula wrong

pure sierra
long raft
#

yea i mean that is just a formula without wind

teal turtle
#

yeah wind is going to be a pain. Need to be able to set the direction and the force (which I believe is currently unknown??). Probably going to need to sit in the home region and hope for lots of wind conditions to try.

long raft
#

or ask sprout

#

i guess he worked it out but didnt really share it with anyone i know, but since he doesnt play anymore...

neat fossil
#

wind or no wind these things are always cool to look at from the surface and actual code

long raft
neat fossil
#

Is just game code related or general coding discussion?

long raft
#

anything you can get away with

jovial lake
#

^

#

anyone going to be participating in ludum dare

lunar cobalt
neat fossil
#

i see

unreal cloak
unreal cloak
#

I am creating a github repo to try and store all Foxhole projects/coding resources, please dm me if there are any projects I should add to the list.

long raft
#

some of them still need fixing after all this time even, i wish there were some easy way to extract them all

cerulean urchin
unreal cloak
long raft
#

how?

#

you know the unprocessed maps just draw all roads as the same color, right?

long raft
#

oh just drawing the roads. well i identify their type too

unreal cloak
#

I worked on a team where classic image processing + ML was used to extract road features from EO sattelite and SAR imagery

long raft
#

yea but the data isnt in there you have to go see in person

unreal cloak
#

*satellite? that word always trips me up

long raft
#

it would help draw them, but not label them i guess

unreal cloak
#

oh yeah that's true

#

I was just wondering if it has been tried/would be helpful

long raft
#

not to my knowledge, and it would only be somewhat helpful

unreal cloak
#

I dont know the specifics but it was opencv plus deep learning

long raft
#

i fear it would take longer to train a classifier than just hand draw everything 5 times

unreal cloak
#

I'm sure you could do some sort of transfer learning to speed up training

#

if a pre-trained model exists

#

you did most of Logiwaze right?

long raft
#

all of the code, about ... 65% of the roads

unreal cloak
long raft
#

serves?

unreal cloak
#

I was trying to figure out how the server loads the times. Also how is the server run? Did you just deploy it to AWS?

long raft
#

there is no server

unreal cloak
#

oh it's all done client-side?

long raft
#

yes. its hosted on github

unreal cloak
#

ahh ok

long raft
#

you can just download the repository and run index.html and it works

#

the tiles are all in Tiles\

unreal cloak
#

which part of the API is loading the tiles?

#

I guess I am confused, I thought node.js was server-side

long raft
#

i use node to compile the code to a single js i can include in the index.html

#

node is not only server side

#

its webpack tho

unreal cloak
#

ahh ok that makes sense

#

a lot of the code was above my understanding, I was just wanting to implement the Foxhole map in leaflet as a fun project in React

long raft
#

yes its messy code too

unreal cloak
#

I figured the Logiwaze repo was a good place to look

long raft
#

it is leaflet tho, but dont use logiwaze probably as your example

#

i rewrote a lot of the leaflet components for it

unreal cloak
#

I dont understand a lot of the more advanced patterns in Javascript outside of like basic functions and stuff

#

ahh ok

long raft
#

its very convoluted

#

it turns out drawing tons of roads is slow and i had to cache it as rendered raster tiles

#

yea oof javascript is terrible, hated working in it. i should have used typescript

unreal cloak
#

how did you get your background in this if you dont mind me asking? I wouldn't even know where to begin for pathfinding on roads like this in Javascript

long raft
#

oh the background is just the background image taken from the game assets

unreal cloak
long raft
#

pathfinding is ya know ... 2nd or 3rd year college CS algorithm

unreal cloak
#

no I mean like your learning background

long raft
#

its djikstra's algorithm

unreal cloak
#

did you just generate the nodegraph yourself?

#

I assumed you used some sort of library for pathfinding the roads/generating a nodegraph from the roads data

long raft
#

well there was a plugin for leaflet made by the author that provides routing. but ... its not very good, i had to implement all the difficult parts myself, and now im locked into this dud of a plugin

unreal cloak
#

ahhh ok

long raft
#

malarthyn and i drew the roads in QGIS

unreal cloak
#

yeah I just dont know the details of how you'd generate a nodegraph with Dijkstra from the road vector images

long raft
#

save as geojson format, some editing in the build process, and they get imported as javascript objects

#

so you read the geojson and you add them to a graph data structure

unreal cloak
#

which parts are the nodes? the end points of the roads?

#

or all of the actual map features?

long raft
#

its basically the contents of the SVG

unreal cloak
#

ahh ok I'm unfamiliar with that file format, I know it's vectors so that makes sense

long raft
#

yea its groupings of line segments

unreal cloak
#

I also saw a voronoi method, what is that used for?

long raft
#

really? hmm i dunno maybe i was going to voronoi i cant ... remember

#

to my knowledge it is not used

unreal cloak
#

oh ok makes sense

#

I figured it was redundant once you have the pathfinding

long raft
#

voronoi would only be used to create the color overlay

#

i went with a different method for that

unreal cloak
#

ahh ok

#

gotta say I'm really impressed with this project, it seems like a lot of work went into it

long raft
#

im not really a web programmer

unreal cloak
#

could've fooled me

#

what do you normally do?

long raft
#

graphics or data programmer

unreal cloak
#

so like OpenGL?

#

idk what a dataprogrammer is tbh

long raft
#

yea sure ive done opengl

#

i do lots of data manipulation

unreal cloak
#

like data science?

long raft
#

sure sometimes

#

just processing data. thats what graphics programming mostly is

unreal cloak
#

is this like visualization?

long raft
#

no, kind of the opposite

#

i dont do front end stuff i guess im saying

unreal cloak
#

I guess I dont know enough about either domain

long raft
#

uhh hayden started the project i just kept working on it and made it a thing

unreal cloak
#

to me data is like classificaiton, regression, prediction

long raft
#

yes all of those things

unreal cloak
#

graphics is like OpenGL, Vulkan, DirectX, etc

long raft
#

but not so much in presentation

unreal cloak
#

ah ok

long raft
#

to me, opengl and directx are just like ... display libraries

unreal cloak
#

I wouldn't discredit yourself, it's good work

long raft
#

i do a ton of work in cuda/opencl now

unreal cloak
#

oh ok so like actually writing libraries or implementing them?

#

I have a friend who does similar work I think, research at samsung with Nvidia architecture or soemthing

long raft
#

lately ive been doing video filters

#

nvidia is so dominant in this area i really should buy stock

unreal cloak
#

any examples?

long raft
#

its probably cheaper than a video card

#

nah no examples logiwaze is my only public work i think

unreal cloak
#

yeah I noticed your github was pretty spares

#

sparse

#

I guess you cant talk about it then

long raft
#

maybe i should fill it up with more small projects

unreal cloak
#

I wouldn't call this project small lol

#

it's decently big

long raft
#

nah its just messy, its small

#

it wouldnt feel so big if it were organized

unreal cloak
#

I was trying to look through the code because I dont understand most of it

long raft
#

malarthyn had a lot of feedback and was right about all of it but i dont have a ton of time to work on it

unreal cloak
#

but the SVG->geojson makes a lot of sense, that was a big piece of the puzzle I couldn't understand

#

and pathfinding from there is trivial

long raft
#

oh yea i just added that

#

honestly, display is the hard part

unreal cloak
#

I still dont understand how the SVG roads are overlayed onto the tiles

long raft
#

if you draw those roads every time the user zooms or pans, its agonizing, you can see the vertical refresh happen, its like .1 fps

unreal cloak
#

I guess if the tiles and webp or whatever format the roads are both have geospatial data then that gets taken care of automatically

#

are the roads not their own tileset?

long raft
#

a nice solution would be to pre-cut the roads into segments

unreal cloak
long raft
#

yes but its slow

unreal cloak
#

I dont know much about graphics stuff

#

ahh

long raft
#

drawing that many line segments is rough

#

theyre being rendered by the browser, with anti aliasing and scaling, all the svg rules

unreal cloak
#

is there a reason why you dont save the roads as a transparent raster in qgis and then tile them?

long raft
#

if i saved them as raster they wouldnt be useful for routing

unreal cloak
#

and then load them into leaflet the same as the map?

#

oh right because you're doing it all in the browser

long raft
#

they could be done mathematically ...

unreal cloak
#

but it just needs the geojson right?

long raft
#

for example, the build script includes an operation to split roads that intersect borders

#

i suppose that could be done for squares that represent tiles, and grouped together

unreal cloak
#

sorry for asking so many questions

long raft
#

im basically doing this on the fly, but it would be faster if it were precalculated

unreal cloak
#

I am just curious why the road graphics cant be decoupled from the pathfinding logic

long raft
#

i guess they could

unreal cloak
#

is the geojson generated each time you calculate a route?

long raft
#

well the geojson is just used for storage as a file. theres an in-memory version of the roads

#

that doesnt really change

#

but the startup checks each line segment against a grid to separate them

#

i could reduce startup big time by taking that out

unreal cloak
#

oh to determine which chunks of the svg to render?

long raft
#

yes

unreal cloak
#

I dind't really understand any of the bash scripts

#

I dont know bash, I'm a fake programmer

long raft
#

yah bash is unreadable

#

worst language ever. impossible to improve it tho and make it backwards compatible with shell interfaces

#

god i hate powershell

unreal cloak
#

have you ever used windows terminal?

long raft
#

every day

unreal cloak
#

also if you wouldn't mind, I would love to help with Logiwaze

#

I've only been out of school like 2 years so I'm a noob but this is somewhat similar to a project I did at work and I always need a programming project to work on

long raft
#

im uhh not actively working on it very much

#

im doing small updates like every 6 months at this point

#

people make suggestions that are good but maybe too big for me to work on

unreal cloak
#

I'd like to try and see if I can convert the road svgs to tiles or something

#

or if it's even possible

long raft
#

its very possible

unreal cloak
#

it builds on Windows, right?

long raft
#

uhh

unreal cloak
#

I (unfortunately) use windows at home

long raft
#

probably ... not?

#

no i dont think it will build on windows

unreal cloak
#

I can throw it in a container I guess

long raft
#

i use WSL

#

are you on win10+?

unreal cloak
#

I need to learn WSL, I have just used containers for everything

#

yeah Windows 10

long raft
#

yea i just use the ubuntu install for it

unreal cloak
#

ok, I dont really use WSL for dev because there's no GUI

#

I like having an IDE

long raft
#

i imagine the setup necessary for logiwaze build would be uhh...

unreal cloak
#

I could probably just run it in a devcontainer so I could get hotloading

long raft
#

sudo apt update && sudo apt install -y spatialite-bin gdal-bin npm nodejs

#

and the build is

npm i
npm run debug
#

and whatever issues come up with that...

#

but if i was going to segment the roads, lets see, i'd run the build script once, and it would make the Roads.geojson file needed for testing

unreal cloak
#

is anyone else active on the project? I see there is a PR out for the roads on the new tiles

long raft
#

and I'd make a new .js script that segments the polylines, they have to be tested against a rectangle shape, and if they intersect, the line segment needs to be broken and placed in all the grid squares it crosses by piece

#

uh no i dont think anyone else works on it

#

i didnt know there was a pull request

unreal cloak
#

I was thinking I could just open the roads in qgis, save them as a raster, then tile the raster and serve them the same as the map tiles right?

long raft
#

uhh no

unreal cloak
#

and then for pathfinding I'd just need to generate the GeoJson at the start I thought

long raft
#

hmm

#

youre saying just prerender them, and then tile that image

unreal cloak
#

yes

long raft
#

so that would work for the background, the road quality, yea totally

unreal cloak
#

I assume leaflet.js uses a TileProvider object or something similar

long raft
#

but the warden/colonial roads on top are done dynamically

unreal cloak
#

I have only messed with Cesium

long raft
#

those cant be pregenerated because theyre current

unreal cloak
#

ahhh ok that's a good point

long raft
#

that could reduce some render time, but not a ton

#

hmm

unreal cloak
#

how is the data stored for the colonial/warden control?

long raft
#

it uses the war api

#

just downloads it and saves it in memory

unreal cloak
#

I mean I guess it could be done with raster tiles but it would lose fidelity

#

since the tiles have to be square

#

and at a certain zoom level you lose the granularity

long raft
#

i saw a suggestion recently, route to nearest VF

#

its a great idea, and i can sort of envision the UI for it

#

but when i started building it or thinking about it, ran into problems

#

do i assume they are warden if the starting point is warden?

unreal cloak
#

how are you coloring the roads btw?

long raft
#

so i find warden garages?

#

identifying their color?

unreal cloak
#

Maye have the user select their team initially?

long raft
#

like their ownership?

unreal cloak
#

on a splash screen

long raft
#

yea thats ... a lot of rebuild

#

now its suddenly a huge feature

unreal cloak
#

lol nvm then

long raft
#

so i thought ok, find both routes

#

but often tanks, looking for VF are playing in uncontrolled areas

#

and its not ... tankwaze

unreal cloak
#

how are you coloring the roads again? You said voronoi wasn't used?

long raft
#

but if i could uhh take Roads.geojson, and split it into grids, and then identify their bucket on each segment it would reduce loading time

#

i use a kriging method

#

its the same method that does the overlay colors

#

road control is determined by the values determined by the variogram

#

the variogram is determined by the control points taken from the API (town halls, etc)

unreal cloak
#

if we had rasterized roads, could we use that to generate a mask

long raft
#

but it changes every 5 minutes

unreal cloak
#

so roads come in as white and get multiplied by the mask to change the png to green/blue

long raft
#

so the mask would have to be updated regularly?

#

yea thats interesting

unreal cloak
#

yeah at the same frequency as the updates

#

I'm not familiar with doing image manipualtion in js

long raft
#

yea interesting hmm

unreal cloak
#

but the coloring data is a geojson right? like a polygon?

long raft
#

it would take multiple layers tho

#

3 raster layers, maybe ...6

unreal cloak
#

reading the variogram stuff, this is way outside my domain lol

long raft
#

its not as complicated as it seems

#

control points -> variogram
then variogram x location = value

unreal cloak
#

I haven't had a math class in so long that it's difficult for me to know what's going on

#

but I understand voronoi so I get the basic idea

#

why would that require 3-6 raster layers?

long raft
#

so if we are using canvas overlay properties to sort of ... fixed pipeline our math, the multiplication

#

i need to show warden roads, colonial roads, neutral roads, and then 3 tiers of road quality/type under that

unreal cloak
#

ahh ok

long raft
#

so 6 masks

unreal cloak
#

that might end up taking just as long as the svg then lol

long raft
#

it might, the svg only needs to be re-rendered when the user scales 2x

unreal cloak
#

not sure how fast image multiplication is in the browser

long raft
#

or if they pan and it comes into view

#

its decently fast, but 6 overlays kind of brutal on mobile devices i suspect

unreal cloak
#

actually I would imagine loading the png is probably the real bottleneck

long raft
#

although, maybe not

#

im doing full copies of everything the user sees to an invisible layer for the purpose of copy-paste

#

but if that were multiplied by 6, oh god

#

the biggest bottleneck is uhh loading the roads

unreal cloak
#

yeah it sounds like the raster would be more trouble than it's worth then

long raft
#

which includes the api and calculating the variogram and routes

#

i dunno, drawing svg is very painful in some cases

unreal cloak
#

I'm glad I've never had to work with SVGs ๐Ÿ˜†

long raft
#

if you zoom way out, it has to redraw all the svg at the same time

#

it would help a lot for zooming out. its something to consider

#

but id want to see proof of concept before such an expensive investment

#

like id need to see the canvas operation working properly

#

and id probably need to get a sense of its speed

#

yeah geojson is a good format, but SVG is a disaster

unreal cloak
#

you'd also lose detail on the really close in zooms

long raft
#

its so insanely complicated that no svg renderer seems to properly support the entire feature set

#

i think this method could actually improve render quality, currently everything is rendered half quality except the text

#

i had full HD on but it killed phones

#

they have a lot of pixels and not enough CPU to support it

#

its an interesting idea id never considered tho, just need to know how it would work in detail at the overlay level

unreal cloak
#

I think it wouldn't be too bad except re-coloring the pngs on intersection

#

the pngs come in with x_y_z in the url I assume, which can be converted to geojson bounds easily enough, it has been a while since I did computer graphics but intersection should be pretty fast

#

I guess then you'd have to figure out how to take the intersection values and multiply every pixel in the intersection by whatever color you want

#

but that would ideally be the end of it

long raft
#

if there was some way to make advantage of all the colors in the pixel to reduce it to like 2 layers

#

im gonna think about this a bit

unreal cloak
#

ok yeah lmk if there's anything I can do

#

I'm very much a noob but like I said this is sort of similar to something I did a while back

long raft
#

ok

long raft
#

@unreal cloak it seems like it would make a lot of sense to render at least the road qualities as an image, if you can figure out how to make a script that renders the roads.svg (or roads.geojson) to a png, it would be like half the work

#

no urgency, but if you do, ill try replacing the current drawing code and see what kind of performance gains are had

unreal cloak
#

ok I can do that

#

an easy smell test might be to disable the SVG's and x6 the number of tile imports

#

if the performance is better than current then it would be worth it

long raft
#

its gonna be x4 at worst, as i think more about it

unreal cloak
#

I think the color multiplication will require an SVG and use CSS

#

but the SVG would just be a polygon

long raft
#

hmm

#

there is uhh the color transform matrix that can be applied to images

unreal cloak
#

I'll have to look into that

#

that's not my strength tho

#

leaflet is just a canvas right?

long raft
#

uhh ... i think its got 2 ways

#

canvas and svg i think

#

can use an svg canvas

#

but drawing svg is just ... slow. its hard to do it well live

unreal cloak
#

hmm ok

#

I guess we'll have to figure out the best method if we ever get that far

#

is the geojson for the actual pathfinding just create once or is it created when the path is requested?

#

I'll have to play around with the repo my self

long raft
#

it's created in the build i can send it

#

i dunno if theres any node packages for rendering svg to canvas

unreal cloak
#

yeah sure thing

#

ok so all of the pathfinding logic is decoupled from the rendering then?

long raft
#

yea

unreal cloak
#

ok I can try tiling those things then

jovial lake
#

wtf actual code talk in code talk

#

blasphemy

teal turtle
unreal cloak
#

yeah lmao

chrome maple
#

Guys I dont want to sound political but how do you center a div

pure sierra
#

hi @chrome maple

#

theres a couple of ways

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the old skool way in margin: 0 auto;

#

the more recent way would be with flex

chrome maple
#

Okay this is too much information, it's a really complicated topic so I'm gonna go to stackoverflow

#

Atleast those guys respect newbies like me

pure sierra
#

wtf ? i literally welcomed you and gave you the simplest answer you will get, ffs, but here you go simpler:

#

<div style="margin: 0 auto;">content</div>

chrome maple
#

Did you just use my own bait against me

pure sierra
#

are you trolling ?

#

either way is fine

chrome maple
#

Yes... That was a joke

pure sierra
#

ok, its just funny as one of my best earners on stackoverflow is centering a div HBjoy

chrome maple
#

I thought the whole stackoverflow being positive for newbies who don't Google the shit out of their question would have sealed the deal

#

But hey thanks for answering the questions even when "there are no stupid questions"

pure sierra
#

eh, stack can be kinda brutal on noobs actually, particularly the sub stacks like server overflow, i get banned there just for asking questions....

chrome maple
#

Yeah thats the joke again, damn im making these fly over your head

pure sierra
#

on a different note, also I noticed stackoverflow recently stopped accepting "answer your own question" if you arent asking a question, submissions, i used to like them. ๐Ÿคทโ€โ™‚๏ธ

chrome maple
#

All jokes aside yeah im suprised you didn't get flamed for replying to a guy with a genuine reply

#

Typically the answer to most stackoverflow stuff is "duplicate thread, this question has been answered before"

pure sierra
#

or, please post your code, which is legit, as some people expect you to be mind readers to know what they are trying to do

long raft
stable terrace
#
  1. stop being a web dev
  2. ?????
  3. happy life
teal turtle
#

I have a couple questions: Is each square 125 or 126 meters? Also, each line on the grid is 2px thick, do you measure from the inside or outside line?

barren quarry
#

125

barren wedge
#

I'm barerly starting to learn coding at school and i just wrote code so bad it kills the kernel

#

*don't worry, i'll ask my teacher for help

pure sierra
unreal cloak
brisk plume
long raft
#

so VB got wiped in the end? cannot even find which subreddit they were from

#

i saw rust and c++ and i think i saw c#, didnt see any other languages

brisk plume
#

Python was around

long raft
#

makes sense. i would have also thought Go

brisk plume
#

We didn't see any go, rust might be one of the newer programming languages but we have a very central community to coordinate

#

Most other languages are very scattered

unreal cloak
#

This!! this is what I was looking for

#

I was wondering how they built this thing with such low latency on the updates and high-traffic

#

Redis and Cassandra, I figured they had to be using Redis

long raft
#

hmm cassandra ...

#

didnt know anyone actually uses that

#

scylla came out and it was way way faster i thought everyone jumped ship on the java version

#

i see there are places to download an image for every second, etc

#

i guess i should have known somebody would collect it

#

theres going to be at least a handful of dissertations written about this year's

unreal cloak
#

Or at least they did circa 2017

unreal cloak
#

We did burn down a locker with our robot in it on accident and then won that competition

quartz fulcrum
#

thats wild lmao

barren wedge
unreal cloak
#

the poor janitor

barren wedge
#

๐Ÿ™

teal turtle
#

Anyone know the formula for the inaccuracy of artillery at different ranges?

#

Or know any resources for that stuff?

#

I have weapon selections and min/max ranges now for https://fharty.com I want to give an estimated accuracy zone

long raft
#

@thorny spade care to share artillery formula?

thorny spade
#

Uh

#

Man I've been out of the loop

long raft
#

i dont think anything has changed

#

i figure youre the only person who actually knows the formula